• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:32
CEST 04:32
KST 11:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy2GSL CK: More events planned pending crowdfunding3Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info
Tourneys
GSL CK: More events planned pending crowdfunding $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion so ive been playing broodwar for a week straight. BW General Discussion Gypsy to Korea Pros React To: JaeDong vs Queen
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F [BSL22] RO32 Group B - Sunday 21:00 CEST
Strategy
Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The China Politics Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Electronics
mantequilla
Any Web Designers Out there?…
sob3k
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1569 users

LotV Beta is Live + Patch 1.0 Notes - Page 31

Forum Index > Legacy of the Void
944 CommentsPost a Reply
Prev 1 29 30 31 32 33 48 Next All
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
April 02 2015 15:46 GMT
#601
On April 03 2015 00:44 JacobShock wrote:
As a zerg player who has been watching stream constantly since launch, I think Ravager should be available at lair tech. its a little too powerful against pvz FE.

it's not lair tech? i agree then yeah that is super good for hatch tech, probably should move it
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2015-04-02 16:18:51
April 02 2015 15:49 GMT
#602
But i also think you simply cannot expect to have microintensive counterplay to every single spell (you mentioned abduct) and unit in a rts which is very much about macro and multitasking.


Too an extent I know what you mean, but I think Blizzard also needs to rethink how spellcassters are designed. When I experiemnted with changes to spellcasters I realized that it indeed was annoying if you didn't land you skills reliably.

So then I thought, why isn't this an issue in LOL?

Answer: Because you have lower cooldowns on your abiliites/higher mana regen. After some experimentation, I found that if you could cast your abilites once early on in the battle (even if you had max energy) and then cast it for the second time 5-15 seconds later, it actually made it feel more acceptable to be "outmicroed" (read: miss skillshot).

But ofc if you just add lower CD/higher mana regen to spellcasters --> they are gonna feel more spamable in an RTS environemnt. That's true and it's why we should reconsider if spellcasters should be 2 supply.

So from a general perspective, this is how spellcasters should be designed:
- 100 max energy (from 200)
- Higher energy regeneration
- An increase in supply
- Slower projectiles
- Higher cast range (as a small compensation for the projectiles being slower).
- Slow movement/lock-abilites imo doesn't feel good in an RTS, so I would like to see them replaced w/ abilites that synergizes with your own units (e.g. modified version of Dark Swarm). .

(FYI, why are there no line-skillshots in Sc2???)

As a quick example of one of those abilites that work on your own units that actually exist in Sc2, Guardian Shield. This is how it currently works: Sentry activates Guardian shield for + 2 armor .... .and that's the end of that interaction. Now let me propose a different solution.

Tweaked Guardian Shield

- Lower radius
- 30% damage reduction vs everything
- Sentry Model size increased significantly.
- Sentry HP reduced to 30/30 from 40/40
- Sentry DPS increased by 10-20%
- Sentry movement speed increased to 2.75

See what the effect of this Sentry would be? The damage reduction effect is actually really strong now and combined with the lower HP, higher DPS and larger model size --> Enemy is heavily rewarded for target firing the sentry.

On the other hand, the Sentry is faster and more responsive now and can react to the focus fire by pulling away. But since the radius of this new Guardian Shield is very low, it cannot stay too far out of the battle for too long. Hence it needs to be part of the engagement to function optimally, but only the best players can keep their Sentries alive consistently.

The above is a quick example of how you could create a unique microinteraction to protoss that furthermore would buff the Sentry (probably needed now) and help with protoss balance.

TLDR; My point isn't that you should copy exactly what Riot does (there are large differences between an RTS and a MOBA). Instead, the point is that there are so many opportunites to add more micro everywhere into the game.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-04-02 15:51:40
April 02 2015 15:50 GMT
#603
Carriers are so awesome. Now that the building time is decent and you can even use them as harassing units (release interceptors in mineral lines) I'm just going mass carriers in every matchup (the tempest nerf as well...).
Big J
Profile Joined March 2011
Austria16289 Posts
April 02 2015 15:52 GMT
#604
On April 03 2015 00:46 KingofdaHipHop wrote:
Show nested quote +
On April 03 2015 00:44 JacobShock wrote:
As a zerg player who has been watching stream constantly since launch, I think Ravager should be available at lair tech. its a little too powerful against pvz FE.

it's not lair tech? i agree then yeah that is super good for hatch tech, probably should move it


It's just straight up too good right now I think. It's like having 3/2*hydralisks for the price of 3/2*hydralisks, but they also have corrosive bile which is quite powerful.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2015-04-02 15:56:06
April 02 2015 15:55 GMT
#605
On April 03 2015 00:49 Hider wrote:
So from a general perspective, this is how spellcasters should be designed:
- 100 max energy (from 200)
- HIgher energy regeneration
- Higher supply cost/cost overall
- Slower projectiles
- Slow movement/lock-abilites imo doesn't feel good in an RTS (even if they have a bit of counterplay), so get rid of them and replace them with abilites that synergizes with your own units (like a modified version of Dark Swarm).

I think this is an artifact of the 90's. Energy for spell casters is essentially a resource, which you should carefully nurture and build up. This possibly fits for a slower paced game which can accommodate turtling and lengthy periods of doing nothing, but which falls apart in a more modern high-paced game since either the casters never have energy or you encourage turtling for more energy. A simple example is the sentry, which can gather quite a bit of energy during the early game as nothing is happening; this energy can then be leveraged into a powerful all-in. A more sinister example is the ghost circa 2011.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 02 2015 15:57 GMT
#606
On April 03 2015 00:46 KingofdaHipHop wrote:
Show nested quote +
On April 03 2015 00:44 JacobShock wrote:
As a zerg player who has been watching stream constantly since launch, I think Ravager should be available at lair tech. its a little too powerful against pvz FE.

it's not lair tech? i agree then yeah that is super good for hatch tech, probably should move it


I dont think that would change much since you want roach speed for ravager/roach pushes anyway. It would take away the super quick 4:30 one/two base ravager timings, but do nothing for the unit in the long run.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 02 2015 16:02 GMT
#607
TvT seems really fun from MMA's stream. You pretty much have to open cyclone, but after the early game their role declines and you have more mobile marine tank and much more skirmishes all over the map.
"Nerfing Toss can just make them stronger"
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
April 02 2015 16:07 GMT
#608
On April 03 2015 00:57 Teoita wrote:
Show nested quote +
On April 03 2015 00:46 KingofdaHipHop wrote:
On April 03 2015 00:44 JacobShock wrote:
As a zerg player who has been watching stream constantly since launch, I think Ravager should be available at lair tech. its a little too powerful against pvz FE.

it's not lair tech? i agree then yeah that is super good for hatch tech, probably should move it


I dont think that would change much since you want roach speed for ravager/roach pushes anyway. It would take away the super quick 4:30 one/two base ravager timings, but do nothing for the unit in the long run.

well maybe it needs to be pushed back far enough so that Protoss can deal with a super strong early timing attack.
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
robopork
Profile Blog Joined May 2009
United States511 Posts
April 02 2015 16:10 GMT
#609
On April 03 2015 00:36 DarkLordOlli wrote:
As protoss:
I don't mind ravager design at all, I think it's quite fun actually. Definitely needs tweaking though, it currently has WAY too much synergy with mass roach midgame attacks. We need forcefields or massively buffed early midgame options. Especially since even immortals got nerfed hard.


What we need is for the adept to be the "core" unit we asked for. The idea they had for it is cool, and I was excited at first, but the more I watch the more it becomes apparent that it isn't something protoss needs at all right now. With the immortal nerf (which is a good thing for the game as a whole) It seems like we need a tanky ranged unit that can deal with armored units early on without pigeon holing us into 1 tech path for the midgame. Because the real issue isn't the ravager attacks, those will get solved. It's the muta switches that come later that look too strong when you have 900 gas in disrupters and a bunch of zealots left over from holding the ravager push. Then again, winding mutas back to WoL stats might be an option given the two new solid mid game units they have.

Anyway I don't think they should change anything quite yet. All that could very well prove to be bullshit.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2015-04-02 16:17:54
April 02 2015 16:11 GMT
#610
With the immortal nerf (which is a good thing for the game as a whole) It seems like we need a tanky ranged unit that can deal with armored units early on without pigeon holing us into 1 tech path for the midgame.


I keep thinking that the unit you are talking about here is the Immortal? Why are you happy that this has received an overall nerf? Is it because its boring to control? Is it becuase it is produced out of an expensive production facility?

If so, aren't those issues easily adressed?

I think this is an artifact of the 90's. Energy for spell casters is essentially a resource, which you should carefully nurture and build up. This possibly fits for a slower paced game which can accommodate turtling and lengthy periods of doing nothing, but which falls apart in a more modern high-paced game since either the casters never have energy or you encourage turtling for more energy. A simple example is the sentry, which can gather quite a bit of energy during the early game as nothing is happening; this energy can then be leveraged into a powerful all-in. A more sinister example is the ghost circa 2011.


Yeh I guess so. It's just something that noone has ever questioned before. But when you look at it just seems so dumb that you only can have spellcasters where the enemy has no countermicro, as it would be too annoying to waste mana on something that the enemy can dodge.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2015-04-02 16:19:01
April 02 2015 16:18 GMT
#611
Should the disruptor have an outwardly directed damage gradient so that units closer to the center of the purification nova receive more damage, similar to the siege tank attack?

Tbh, the tuning for the disruptor seems a bit off. It's immune to things that maybe should counter it like forcefield and fungal, and it seems way too expensive and hit-or-miss. I don't think a unit this expensive should essentially be a suicide unit, but maybe synergy with the warp prism helps out in adding survivability.

Also, this is a pet issue, but why is the disruptor immune to purification nova? It seems unnecessary.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
April 02 2015 16:25 GMT
#612
On April 03 2015 01:11 Hider wrote:
Show nested quote +
I think this is an artifact of the 90's. Energy for spell casters is essentially a resource, which you should carefully nurture and build up. This possibly fits for a slower paced game which can accommodate turtling and lengthy periods of doing nothing, but which falls apart in a more modern high-paced game since either the casters never have energy or you encourage turtling for more energy. A simple example is the sentry, which can gather quite a bit of energy during the early game as nothing is happening; this energy can then be leveraged into a powerful all-in. A more sinister example is the ghost circa 2011.


Yeh I guess so. It's just something that noone has ever questioned before. But when you look at it just seems so dumb that you only can have spellcasters where the enemy has no countermicro, as it would be too annoying to waste mana on something that the enemy can dodge.

Even in Brood War the best spell casters were probably the medic and the defiler, which would always have energy. I think that might be a good point: if something is too expensive you can only use it in situations where there is no risk of your opponent avoiding it. On the other hand, there is something to be said about expensive spells that are highly impactful and that have strategic value rather than simply tactical value.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
April 02 2015 16:27 GMT
#613
I don't think a unit this expensive should essentially be a suicide unit, but


I gotta give some credit to Blizzard here (after a long rant). The huge Warpprism pick-up range actually make this not a suicide-unit, but a really high-skill cap unit. If your good you can detonate and then have your WP postioned to pick it up afterwards.
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 02 2015 16:28 GMT
#614
Mech vs Bio TvT seems pretty good as well from MMA stream. Much more aggressive expanding from the mech player. 25 minutes so far of nearly non stop fighting.
"Nerfing Toss can just make them stronger"
ETisME
Profile Blog Joined April 2011
12702 Posts
April 02 2015 16:30 GMT
#615
On April 03 2015 00:49 Hider wrote:
Show nested quote +
But i also think you simply cannot expect to have microintensive counterplay to every single spell (you mentioned abduct) and unit in a rts which is very much about macro and multitasking.


Too an extent I know what you mean, but I think Blizzard also needs to complete rethink how spellcassters are designed. When I experiemnted with changes to spellcasters I realized that it indeed was annoying if you didn't land you skills reliably.

So then I thought, why isn't this an issue in LOL?

Answer: Because you have lower cooldowns on your abiliites/higher mana regen.

But ofc if you just add lower CD/higher mana regen to spellcasters --> they are gonna feel more spamable in an RTS environemnt. That's true and it's why we should reconsider if spellcasters should be 2 supply.

So from a general perspective, this is how spellcasters should be designed:
- 100 max energy (from 200)
- Higher energy regeneration
- Higher supply cost/cost overall
- Slower projectiles
- Slow movement/lock-abilites imo doesn't feel good in an RTS (even if they have a bit of counterplay), so get rid of them and replace them with abilites that synergizes with your own units (like a modified version of Dark Swarm).

FYI, why are there no line-skillshots in Sc2
Also, let's look at Guardian Shield: Sentry activates Guardian shield for + 2 armor .... .That's the end of that interaction.

Now let's imagine this Guardan Shield thing was completely tweaked:

- Lower radius
- 30% damage reduction vs everything
- Sentry Model size increased significantly.
- Sentry HP reduced to 30/30 from 40/40
- Sentry DPS increased by 10-20%
- Sentry movement speed increased to 2.75

See what the effect of this Sentry would be? The damage reduction effect is actually really strong now and combined with the lower HP, higher DPS and larger model size - Your really rewearded for target firing the sentry now. On the other hand, the Sentry is faster and more responsive now and can react to the focus fire by pulling away. But since the radius of this new Guardian Shield is very low, it cannot stay too far out of the battle for too long. Those it needs to be part of the engagement to function optimally, but only the best players can keep their Sentries alive consistently.

The above is just an exmaple of how you could create a unique microinteraction to protoss that furthermore would buff the Sentry (probably needed now) and help with protoss balance.

in LoL, timing the spells are far more important than spamming, until you reach the mid to late game with enough mana regen and some cdr items and your spells are safe to spam in long distance with short cool down like ezreal.

Spamming spells in mid late game in general is only for zoning and poking and clearing minion push, in the actual engagement, the most critical skills must be landed, even more so than SC2.

in SC2, it goes for the route that each spell casters can't spam a lot of spell, but you can build a lot of them so you will have enough available and even then, you have to make sure you have enough actual damage units.
LoL is about no spamming in actual engagement, landing spell on right target that make or break your team battle.

LoL is in an environment that you can start as a viking fighting against an ultra, eventually after level-ing and map control etc, you can help your total 5 men terran team to win against the zerg.

SC2 is an environment where you should be having the right unit dealing the right amount of damage at the right time and so on.

And for SC2, you only really have so much time for micro that you have to place priorities.
Making one unit more important will simply mean less micro for another.
Look at bio mine in TvZ, no terran has time to target fire the mines in an engagements because they need to split the bio.

making your sentries that strong will only mean less blink stalkers (or some other micro protoss will be giving up) in the engagement.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 02 2015 16:31 GMT
#616
On April 03 2015 01:27 Hider wrote:
Show nested quote +
I don't think a unit this expensive should essentially be a suicide unit, but


I gotta give some credit to Blizzard here (after a long rant). The huge Warpprism pick-up range actually make this not a suicide-unit, but a really high-skill cap unit. If your good you can detonate and then have your WP postioned to pick it up afterwards.

I wonder how it would have worked if it was opposite. That is, its has a very fast base movement speed, and activating its ability slows it down.
"Nerfing Toss can just make them stronger"
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 02 2015 16:31 GMT
#617
The new viper spell, does it do friendly dmg as well?
If not, i think it should tbh
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2015-04-02 16:33:32
April 02 2015 16:31 GMT
#618
On April 03 2015 01:27 Hider wrote:
Show nested quote +
I don't think a unit this expensive should essentially be a suicide unit, but


I gotta give some credit to Blizzard here (after a long rant). The huge Warpprism pick-up range actually make this not a suicide-unit, but a really high-skill cap unit. If your good you can detonate and then have your WP postioned to pick it up afterwards.

Yeah, but outside of this interaction the pick-up range seems broken. Kinda like medivacs with speed boost, where at first everyone will consider it ridiculous and then get used to it and marvel at Parting's awesome immortal harassment. But really, it will be not fun, because you can't stop it unless you build a viking.
On April 03 2015 01:31 royalroadweed wrote:
Show nested quote +
On April 03 2015 01:27 Hider wrote:
I don't think a unit this expensive should essentially be a suicide unit, but


I gotta give some credit to Blizzard here (after a long rant). The huge Warpprism pick-up range actually make this not a suicide-unit, but a really high-skill cap unit. If your good you can detonate and then have your WP postioned to pick it up afterwards.

I wonder how it would have worked if it was opposite. That is, its has a very fast base movement speed, and activating its ability slows it down.

It'll be useless and never hit anything? Units should be able to execute their basic functions (explode close to a target in this case), that's the starting point for design.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
April 02 2015 16:40 GMT
#619
Yeah, but outside of this interaction the pick-up range seems broken. Kinda like medivacs with speed boost, where at first everyone will consider it ridiculous and then get used to it and marvel at Parting's awesome immortal harassment. But really, it will be not fun, because you can't stop it unless you build a viking.


Yeh true, but I went from thinking "this is the dumbest thing ever" to "maybe this would work better if it was included along with the Warp Prism speed upgrade.
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
April 02 2015 16:42 GMT
#620
On April 03 2015 00:57 Teoita wrote:
Show nested quote +
On April 03 2015 00:46 KingofdaHipHop wrote:
On April 03 2015 00:44 JacobShock wrote:
As a zerg player who has been watching stream constantly since launch, I think Ravager should be available at lair tech. its a little too powerful against pvz FE.

it's not lair tech? i agree then yeah that is super good for hatch tech, probably should move it


I dont think that would change much since you want roach speed for ravager/roach pushes anyway. It would take away the super quick 4:30 one/two base ravager timings, but do nothing for the unit in the long run.


I am just saying its a start. The ravager shouldn't be hatch tech regardless, its just crazy.
"Right on" - Morrow
Prev 1 29 30 31 32 33 48 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
20:15
Best Games of SC
Rogue vs TriGGeR
Maru vs MaxPax
Rogue vs herO
Clem vs herO
Rogue vs Maru
PiGStarcraft536
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft536
WinterStarcraft370
RuFF_SC2 209
StarCraft: Brood War
NaDa 50
Dota 2
canceldota376
NeuroSwarm91
LuMiX1
Counter-Strike
taco 671
Super Smash Bros
hungrybox554
C9.Mang0379
Other Games
summit1g13566
JimRising 434
Hui .110
Maynarde102
ViBE101
Mew2King22
minikerr8
Organizations
Other Games
gamesdonequick1099
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• EnkiAlexander 21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 55
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4770
Upcoming Events
CranKy Ducklings
7h 28m
WardiTV Team League
8h 28m
uThermal 2v2 Circuit
12h 28m
IPSL
13h 28m
Hawk vs TBD
StRyKeR vs TBD
BSL
16h 28m
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
1d 7h
WardiTV Team League
1d 8h
OSC
1d 10h
BSL
1d 16h
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
IPSL
1d 16h
Artosis vs TBD
Napoleon vs TBD
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Soma vs YSC
Sharp vs sSak
Afreeca Starleague
3 days
Snow vs PianO
hero vs Rain
GSL
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Escore
6 days
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.